tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Temple of Ri'lahl~
Orb~
Temple of Ri'lahl~

70 0
0
#ROOMS

#57500
A Narrow Corridor in the Temple~
Suits of armor, weapons in glass cases, and shields emblazoned with the

crest of Ri'lahl decorate this rather spartan hallway.  In various states

of disrepair, the equipment ranges from light chainmail to the full field

plate of the valorous paladin.  The narrow, box-like hall runs east as

far as the eye can see, while to the west, the hallway bends north here.

~
~
301465605 0 5 0
D1
~
~
0 -1 57501 10 10 5
D3
~
~
0 -1 57526 10 10 5
E
armor decorations walls weapons cases shields~
A row of shields emblazoned with silver falcons is hung above the line of

torches.  The flickering light seems to lend the illusion of movement to

the silver-embossed emblem.  Cases of beautifully worked swords and

daggers are set beneath the torches.  Suits of armor are displayed on

wooden stands, throughout the room.  The armor has obviously been used at

some point, because dents and stains cover each suit in one place or

another.

~
A
get take steal grab~
sword shield dagger weapons cases~
act_tochar( #get, ch );

~
E
get~
The items are all firmly mounted to the wall.

~
!
0 0 0
1761 9 1509949540 3 0
1806 9 1509949540 3 0
-1
S

#57501
A Narrow Corridor in the Temple~
The grey carpet which graces the center of the smooth stone floor reveals

burnished grey stone gleaming at either side of it.  Torches ablaze with

flickering yellow flames sit in their silvery sconces, casting dancing

patterns of light and shadow across the polished stone walls.  A door of

an unidentifiable dark wood has been placed in the north wall.

~
~
301465605 0 9 0
D0
door of dark wood~
door dark wood~
391 2466 57573 10 10 5
D1
~
~
0 -1 57502 10 10 5
D3
~
~
0 -1 57500 10 10 5
E
carpet~
A charred, tattered rag, the once lovely carpet lies in ruins in the

corners of the hall.

~
E
door~
The black wood of the door has a fine grain and is polished to smooth

perfection.  A silver door knob with a large keyhole is the door's only

adornment.

~
1637 9 1509949540 3 0
-1
S

#57502
A Narrow Corridor in the Temple~
The beautiful tapestries which line this section of the corridor are

magnificent and intriguing.  Each one has been woven into scenes holding

a million details in every square foot - sights within sights, subtle

lines and smaller images - that catch and hold the eye.  The tapestries

cover the wall almost completely, leaving room for silvery sconces which

hold flaming torches.  The lurid color of the tapestries is a garish

contrast to the sterile grey of the carpet and walls.

~
~
301465605 0 9 0
D1
~
~
0 -1 57503 10 10 5
D3
~
~
0 -1 57501 10 10 5
E
tapestries~
The lovely, intricate designs woven into these exquisite tapestries are

all scenes of battle and mayhem.  Bloody victors stand over ranks of

defeated foes, while fortresses are consumed by flames in the distance. 

Every strand of inch of every tapestry is woven in bright, vivid color.

~
-1
S

#57503
A Narrow Corridor in the Temple - The Hall of Statues~
The narrow corridor is lined by a dark grey carpet which runs down the

direct center, bordered by mutely gleaming grey stone walls which are

lined at intervals by armored statues standing as silent sentinels.  The

various designs of armor range in size from dwarf-sized to the massive

armor of an ogre.  The stone replicas of the creatures who wore them are

lifelike, as though at any moment they may come to life and march to

battle.

~
~
301465605 0 9 0
D1
~
~
0 -1 57504 10 10 5
D3
~
~
0 -1 57502 10 10 5
E
statues armor~
Standing at intervals along the grey hall, the statues stand as silent

sentinels.  Each statue is that of a massive warrior, replete with

shining armor and brutal weapons.

~
-1
S

#57504
A Narrow Corridor in the Temple~
Cool air flows through the narrow grey hall, setting the torchlight to

flickering.  The low ceiling of the hall is painted with a sprawling,

brightly colored mural, in sharp contrast to the somber grey of the

hallway and the carpet which covers it.  Scenes of battle and carnage are

depicted in a rather incoherent display of color.  The dancing torchlight

makes the figures in the mural almost seem to move in their perpetual

battle.

~
~
301465605 0 9 0
D1
~
~
0 -1 57505 10 10 5
D3
~
~
0 -1 57503 10 10 5
E
mural~
Painted with a pallete of lurid colors, the dim light seems to give the

illusion of movement to the disjointed display of warriors, horses, and

corpses.

~
1761 9 1509949540 3 0
-1
S

#57505
A Narrow Corridor in the Temple~
The pearly, grey stone walls of the corridor gleam mutely in the dim

torchlight, a shade lighter than the fine carpet which covers the center

of the room.  Black stains from the smoke of the torches mar the walls

above the sconces, and the cloying smell of old incense fills the room. 

Several deep niches are carved into the stone of the south wall, set with

tiny glimmering gems.

~
~
301465605 0 9 0
D1
~
~
0 -1 57506 10 10 5
D3
~
~
0 -1 57504 10 10 5
E
niches falcon~
A niche has been carved out of the south wall.  Nearly a foot square, the

niche contains a priceless sapphire falcon.  Set in the classic pose of a

striking raptor, the figurine is mounted on a base of smoky quartz.

~
A
get take steal grab remove~
falcon art figureine~
act_tochar( #get, ch );

act_notchar( #rget, ch );

i = 10d3+10;

inflict( ch, ch, i, "a field of energy" );

~
E
get~
You reach out to take the priceless artwork but a field of energy

@CSHOCKS@N you!

~
E
rget~
$n reaches out to take the falcon but a field of energy @CSHOCKS@n $m!

~
!
0 0 0
1637 9 1509949540 3 0
1807 9 1509949515 3 0
-1
S

#57506
A Bend in the Corridor - Near a Crystalline Skylight~
Massive beams of ironwood running vertically up the walls buttress the

heavy stone ceiling of the temple.  The silvery grey pillars of wood are

only a slighly paler color than the grey stone walls.  Torches sit in

polished silver sconces, shedding a flickering light on the corridor.  A

large skylight is set into the ceiling here, made of thick crystalline

glass.  The many-facted prismic skylight refracts a myriad of tiny

rainbows onto the dark grey carpet and the stone around it as the

torchlight strikes it.

~
~
301465605 0 9 0
D0
~
~
0 -1 57507 10 10 5
D3
~
~
0 -1 57505 10 10 5
E
skylight up~
Made of a thick, facted glass, the torchlight refracts into thousands of

dim rainbows.

~
E
ironwood beams~
These massive ironwood beams are a priceless treasure.  The metallic wood

is richly prized even in small quantities and these huge beams must have

been hundreds of years in the making.

~
1761 9 1509949540 3 0
-1
S

#57507
A Bend in the Corridor~
The grey walls of this somber hall are polished to a mute gleam and are

studded at intervals with silver sconces.  The smokey torches are little

more than flaming brands of pitch giving off a thick acrid smoke.  A thin

strip of grey carpeting runs down the middle of the floor, lined on both

sides by the smooth grey stone of the floor.

~
~
301465605 0 9 0
D2
~
~
0 -1 57506 10 10 5
D3
~
~
0 -1 57508 10 10 5
E
torches~
The flaming brands give off the scent of pine and pitch as they burn in

their silver holders.  The walls behind the torches are marked with soot

and black smoke marks.

~
E
carpet floor~
A thin strip of fine grey carpet, perhaps woven of silk, runs down the

middle of the hall.  On each side of it, polished grey stone peeps out.

~
-1
S

#57508
Along a Narrow Hallway~
The narrow corridor is lined by torches in silver sconces.  Thin smoke

obscures your vision, making your eyes sting.  Racks of finely made

weapons line the walls, the quality of the weapons evident in the

razorsharp edges and ornate hilts or shafts.  A grey carpet begins where

beautiful black, octahedral tiles end.  A wide banner of black silk hangs

on the western wall, a battle standard with the emblem of the striking

silver falcon.

~
[Stile] worshippers don't have worshipper as a keyword

~
301465605 0 9 0
D0
~
~
0 -1 57509 10 10 5
D1
~
~
0 -1 57507 10 10 5
E
racks~
Fine oak racks hold spears and polearms, swords and axes, and other

unidentifiable weapons.

~
E
banner~
Covering nearly the entire west wall, the banner is the deepest midnight

black.  The falcon emblem glitters brightly, embroidered in silver thread.

~
-1
S

#57509
Within the Grey Hall~
This chamber is liberally decorated with torches and braziers; the smell

of smoke and incense mingles with the aroma of old blood.  The west wall

opens up into a finely carved arch which leads to a spiraling staircase. 

The floor of the hall is tiled with thousands of tiny black octagons,

each reflecting the flickering torchlight in a parody of the night sky.

~
~
301465613 0 9 0
D0
~
~
0 -1 57510 10 10 5
D2
~
~
0 -1 57508 10 10 5
D3
~
~
0 -1 57527 10 10 5
E
tiles~
The hundreds of minute tiles all gleam in the dim torchlight.

~
A
~
~
if( mob_in_room( 1651, room ) ) {

  if( cflag( 70, ch ) ) {

    act_tochar( #nope, ch );

    act_notchar( #rnope, ch );

    end;

    }

  else

    continue;

  }

else

  continue;

~
E
nope~
You try to edge past the ogre but he snarls menacingly at you and lowers

his pike to bar your way.

~
E
rnope~
$n tries to edge past the guard but the ogre snarls menacingly at $m,

lowering his pike to block $s way.

~
!
3 0 13
1651 9 1509949540 3 0
1651 9 1509949540 3 0
-1
S

#57510
Along the Grey Hall~
The hallway bends to angle south and east.  A cool breeze of fresh air

blows in from the eastern chamber, stirring dust on the floor into swirls

of brownish-grey haze.  The dust settles into swirling patterns on the

carpeted floor, only to be swept up again by the breeze.  Torches set in

silvery sconces shed light set to dancing by the cool air, throwing a

myriad of shadows on the grey walls.

~
~
301465605 0 9 0
D1
~
~
0 -1 57511 10 10 5
D2
~
~
0 -1 57509 10 10 5
E
dust~
Dust nearly a half inch thick lies heavily on the floor.  It doesn't

appear to have been cleaned for quite a long time.

~
1761 9 1509949540 3 0
-1
S

#57511
A Bend in the Hallway~
Bending around to the west and north, the hallway's grey stone is

unblemished by age or wear.  In the middle of the low ceiling, a heavy

iron grate has been set.  Cool air issues from the iron mesh, blowing

through the hall in a refreshing breeze and setting the torches

flickering.  Dust swirls around in small whorls along the floor.  The

grey carpet is tinges a bit brownish here by all the dust.

~
~
301465605 0 9 0
D0
~
~
0 -1 57512 10 10 5
D3
~
~
0 -1 57510 10 10 5
E
grate mesh~
Nearly 3 feet wide, the vent is covered by a sturdy metal grate.

~
E
carpet floor~
The rich dark grey of the carpet is tinged slightly brown here, as it is

coated with light dust blown in through the vent.

~
A
open remove push pull enter~
grate~
act_tochar( #nope, ch );

act_notchar( #rnope, ch );

~
E
nope~
The grate is firmly welded over the vent.

~
E
rnope~
$n tries to pry up the grate, to no avail.

~
!
0 0 0
1637 9 1509949540 3 0
-1
S

#57512
A Bend in the Hallway~
In the northeastern corner of this bending room, a towering statue

silently surveys the hall.  So tall that it nearly touches the low

ceiling, the fine marble statue depicts a huge man with rough, vaguely

ogrish features.  The grey carpet stops short of the statue, which stands

on an octahedral pattern of tiny black tiles.

~
~
301465605 0 9 0
D2
~
~
0 -1 57511 10 10 5
D3
~
~
0 -1 57513 10 10 5
E
statue~
The massively muscled man stands at a battle-ready stance, his legs set

apart and his knees bent, throwing his weight slightly forward.  His

rough, blunt facial features seem more ogrish than human.  The black eyes

of the statue glint fiercely in the torchlight, chips of solid obsidian.

~
E
tiles octahedral~
Hundreds of tiny tiles are set into the floor upon which the statue rests.

~
1761 9 1509949540 3 0
-1
S

#57513
A Narrow Corridor in the Temple~
The grey stone of the walls is streaked here with whitish deposits of

water.  Thin trickles of water leak down over the walls, leaving runnels

of white behind them.  The water puddles on the floor, changing the

carpet into a sodden mass of fibers.  A constant sizzling sound rises

from the few torches still lit in this area as water trickles down into

them.

~
~
301465605 0 9 0
D1
~
~
0 -1 57512 10 10 5
D3
~
~
0 -1 57514 10 10 5
E
carpet~
The pearly grey fabric of the carpet is now a wet, sodden mass that

smells of mildew and doused ash.

~
E
torches~
Steam rises in small puffs from the torches along both walls.  Water is

trickling down the walls from some unseen source into the torches,

causing a sizzling sound to echo through the room as it becomes vapor.

~
819 17 1509949540 -2 0
-1
S

#57514
A Narrow Corridor in the Temple~
Small sculptures are set in rich glass cases at regular intervals in this

part of the hall.  A troll with a bloody pike; a goblin brandishing his

scimitar; a human standing over a fallen comrade with his sword and

shield raised; all are in poses of battle.  The glass cases stand on

pedestals of a curious white stone, possibly alabastar, or ivory. 

Several pedestals have been tipped over and the cases smashed, littering

the somewhat worn grey carpet with glass.

~
~
301465605 0 9 0
D1
~
~
0 -1 57513 10 10 5
D3
~
~
0 -1 57515 10 10 5
E
cases statues~
Small statues, at most 18 inches high, have been encased in glass and set

on perfectly white pedestals.  The fine sculptures have been carved out

of many different stones, ranging from malachite to amethyst.  All look

pricelessly valuable.

~
E
carpet~
A finely woven carpet covers a large swath of the hallway, leaving two

gleaming rows of burnished granite on its sides.  The carpet runs east

and west as far as the hall extends.

~
A
get take grab remove~
case statue glass pedestal~
act_tochar( #get, ch );

act_notchar( #rget, ch );

~
E
get~
The glass cases prohibit your taking of the statues.

~
E
rget~
$n tries to take one of the statues but the glass case prohibits $m.

~
!
0 0 0
A
break smash bash~
case statue glass~
act_tochar( #break, ch );

~
E
break~
You bash at one of the cases but the heavy glass wont yield.

~
!
0 0 0
1637 9 1509949540 3 0
-1
S

#57515
A Narrow Corridor in the Temple~
Illuminated faintly by flickering torchlight, the lustrous grey walls of

the hallway seem to dance with shadows.  Various cries and chants can be

heard occasionally, though the hall is mainly silent.  The thin, grey

carpet which runs in a strip down the middle of the hall has been patched

and hastily cleaned, leaving a few soot marks and unruly threads.  On the

walls, tapestries of design hang in carefully measured folds.

~
~
301465605 0 9 0
D1
~
~
0 -1 57514 10 10 5
D3
~
~
0 -1 57516 10 10 5
E
tapestries~
The cloth of gold tapestries shimmer and shine in the dancing torchlight. 

Depicting various scenes of by-gone battles, the tapestries are of the

finest weave.

~
E
carpet~
The costly fabric of the grey carpet has been patched in many places and

the black smears of soot and ash marks mar the fine carpet.

~
1637 9 1509949540 3 0
-1
S

#57516
A Narrow Corridor in the Temple - Near a Stone Gargoyle~
The narrow hallway continues its east-west passage through the temple.

Scrupulously well kept and cleaned, the sconces and suits of armor which

line the walls have not even the slightest trace of dust on them.  The

carpet here is torn and blackened, splotches of a dirty red-brown stain

it in various places.  An expertly carved gargoyle sits here, perched on

the south wall.

~
[Orb] Okay, the hall up until this point is working up to this room.  In

this place, the gargoyle whups ass on the intruders who are more than

just sight-seers or worshippers.  The carpet is blackened from his

lightning bolts and torn from his claws.  They leave the rug in disrepair

here, but its patched and cleaned in the adjoining rooms.

~
301465613 0 9 0
D1
~
~
0 -1 57515 10 10 5
D3
~
~
0 -1 57517 10 10 5
E
gargoyles~
Carved out of grey stone, this hideously ugly beast sits here, watching

over the hall.  Gnarled features are carved in a simulation of intense

concentration, the jeweled eyes are fixed on the center of the hallway.

~
E
armor~
The suits of armor are set on display in the hall.  Having obviously seen

many battles, the armor is dented in some places, though very well

polished and taken care of.

~
E
carpet~
Dry, flaky reddish splotches cover the surface of the torn and blackened

carpet.  Singed fibres turn to ash as you walk across the few remnants

that actually cover the floor.

~
A
take get steal touch~
armor~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #get, ch );

  act_notchar( #rget, ch );

  wait( 1 );

  act_room( #growl, ch );

  wait( 1 );

  act_room( #life, ch );

  mload( 1561, room );

  mob = mob_in_room( 1561, room );

  attack( mob, ch, 9d9, "stone paw" );

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  inflict( ch, ch, 4d5, "being electrocuted" );

  }

~
E
get~
You try to take the armor, but it is firmly attached to the wall.

~
E
rget~
$n tries to get the armor but it is firmly attached to the wall.

~
E
growl~
@eA resounding groan and shriek of moving stone echoes through the hall.

~
E
life~
@eThe stone gargoyle rises from its perch and leaps to defend the artifacts!

~
E
nothing~
You reach out toward the armor but a field of energy @Cshocks@n you!

~
E
rnothing~
$n reaches out toward the armor but a field of energy @Cshocks@n $m!

~
!
0 0 10
A
take get steal touch~
gargoyle~
act_tochar( #nope, ch );

act_notchar( #rnope, ch );

~
E
nope~
The fierce features of the stone gargoyle make you reconsider touching it.

~
E
rnope~
$n reaches out a had to touch the gargoyle, then thinks better of it.

~
!
0 0 0
A
bash~
guardian gargoyle~
if( mob_in_room( 1561, room ) )

  act_tochar( #bash, ch );

else

  act_tochar( #nothing, ch );

~
E
bash~
The gargoyle is way too large for you to successfully bash it.

~
E
nothing~
Whatever that is you do not see it to bash.

~
!
0 0 0
A
bash~
~
if( mob_in_room( 1561, room ) )

  act_tochar( #bash, ch );

else

  act_tochar( #nothing, ch );

~
E
bash~
The gargoyle is way too large for you to successfully bash it.

~
E
nothing~
Who or what do you want to bash?

~
!
0 0 0
2421 17 1509949540 -2 0
-1
S

#57517
A Narrow Corridor in the Temple~
The narrow corridor is lined by torches in silver sconces.  Thin smoke

obscures your vision, mixing with the cloying scent of sandalwood incense. 

The walls are unadorned, showing stark grey stone which gleams mutely in

the dim light.  A few tears mar the fine grey carpet which covers the

center of the floor.  The ceiling is low, leaving barely enough room for

a good-sized troll or ogre to pass through.

~
~
301465605 0 9 0
D1
~
~
0 -1 57516 10 10 5
D3
~
~
0 -1 57518 10 10 5
E
sconce~
Silvery torch holders line the walls, though they are a bit dull with age. 

Little more than bands of metal, they hold the torches precariously.

~
E
carpet~
The fine carpet shows signs of wear and tear along the eastern end of

this portion of the hallway; snags in the material leave a few straggling

threads to trip the unwary.  A few patches and black smears are evident

near the eastern end of this stretch of carpeting.

~
1761 9 1509949540 3 0
-1
S

#57518
A Narrow Corridor in the Temple~
The flickering torchlight illuminates the hallway in sparse patches of

light and shadow.  The grey carpet which runs through the middle of the

hall shows a few signs of wear; there is a tiny tear near the red

bordering on one side, and a few smears of dirt near the middle.  A

spider-web of cracks in the stone radiate outward from two large centers

on the south wall.  The shattered south wall is clear of statues and

torches both, adding to the shadowy dimness of the room.

~
~
301465605 0 9 0
D1
~
~
0 -1 57517 10 10 5
D3
~
~
0 -1 57520 10 10 5
E
cracks wall shattered~
Two great areas of shattered stone which radiate outward from two level

impact points mar the southern wall.  Branching out in a web of lines,

the cracks cover the entire wall.

~
1637 9 1509949540 3 0
-1
S

#57519
Nothing~
Under Construction.

~
~
301465605 0 9 0
-1
S

#57520
A Narrow Corridor in the Temple~
The cold, austere hall extends to the east, and takes a sharp turn to the

south.  On the north wall, a mural has been painted.  Suits of armor

stand at silent attention at regular intervals along the western wall. 

The carpet here shows a few blemishes, mainly in the form of smears of

dirt and bootprints.  Incense burners are hung above several of the

torches, giving off the heavy scent of sandalwood.

~
[Orb] sandalwood is my favorite type of incense, so now its theirs, too ;)

~
301465605 0 5 0
D1
~
~
0 -1 57518 10 10 5
D2
~
~
0 -1 57521 10 10 5
E
mural~
A warrior, armored in full armor platemail, stands above the body of a

vanquished foe.  His expression is one of fierce pride, his bright green

eyes full of the arrogance of a battle hardened warrior.  Holding his

blood-covered sword above his head in both hands, his stance is that of

the victor; haughty, contemptuous of the weakness of his enemy.

~
E
incense burners~
These small metal containers carry live coals which have been sprinkled

with incense.  Near the western wall, one of the burners seems to have

gone out.

~
E
armor~
The suits of armor which are prominently displayed here appear to be

purely ceremonial.  They show no signs of use or wear, and are polished

to a silvery perfection.

~
E
carpet~
The costly grey carpet has been worn down to its rough backing here. 

Torn and dirtied, the carpet has obviously been trampled repeatedly.

~
A
get take grab remove~
suits armor~
act_tochar( #take, ch );

~
E
take~
The armor is firmly mounted to the wall.

~
!
0 0 0
A
search~
incense burners~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 1, 25 ) < 20 ) {

    act_tochar( #search, ch );

    act_notchar( #rsearch, ch );

    }

  else {

    act_tochar( #search, ch );

    act_notchar( #rsearch, ch );

    act_tochar( #find, ch );

    if( random( 1, 3 ) == 1 )

      obj_to_char( oload( 1058 ), ch );

    if( random( 1, 3 ) == 2 )

      obj_to_char( oload( 2302 ), ch );

    if( random( 1, 3 ) == 3 )

      obj_to_char( oload( 1065 ), ch );

    }

  }

else {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  }

~
E
search~
You search carefully through one of the burners which has gone out.

~
E
rsearch~
$n searches through a cooled incense burner.

~
E
find~
You find a stick of incense which has escaped the flames!

~
!
0 0 0
-1
S

#57521
A Torchlit Walkway~
The grey stone of the floor gleams coldly where a carpet does not conceal

it.  Clean and unblemished, the grey carpet lies in a strip covering the

center of the floor.  The walls are polished to a smooth perfection, and

are lined with torches in silver sconces shedding a flickering light on

the hallway.

~
~
301465605 0 9 0
D0
~
~
0 -1 57520 10 10 5
D1
~
~
0 -1 57522 10 10 5
E
carpet~
A thin strip of lush grey fibers woven into a costly rug covers the

center of the floor.  Only about eight feet wide, the carpet leaves a row

of polished stone gleaming openly on either side.

~
1761 9 1509949540 3 0
-1
S

#57522
A Torchlit Walkway~
The flickering torchlight casts a myriad of shadows across the burnished

stone.  Thin smoke wafts up from the torches which are ablaze in their

silvery sconces.  A lovely grey carpet runs down the center of the room,

a slightly darker shade than the granite floor it covers.

~
~
301465605 0 9 0
D2
~
~
0 -1 57523 10 10 5
D3
~
~
0 -1 57521 10 10 5
E
torches~
A stout stick wrapped with pitch-soaked rags sits in a silvery sconce.

~
E
walls~
Wispy shadows cast by the dim torchlight flicker and dance along the

walls.

~
A
smell~
~
ch = rand_player( room );

act_tochar( #cough, ch );

act_notchar( #rcough, ch );

~
E
cough~
You cough and choke on the foul air.

~
E
rcough~
$n coughs and chokes on the foul air.

~
!
0 150 0
A
get take remove grab~
torches~
act_tochar( #get, ch );

~
E
get~
Its firmly attached to the wall.

~
!
0 0 0
-1
S

#57523
Within the Grey Hall~
This torchlit hall is built of mutely gleaming grey stone.  Thousands of

tiny black tiles have been carefully laid down on the floor, each a

minute octagon.  A huge slab of polished obsidian has been set into the

western wall.  A beautiful silver-inscribed octagon, gleaming softly with

its own faint light, has been etched into the slab of flawless obsidian.

~
no.mob

~
301465613 0 9 0
D0
~
~
0 -1 57522 10 10 5
D2
~
~
0 -1 57524 10 10 5
E
tiles~
Tiny tiles of what appear to be obsidian have been placed on the floor,

creating a beautiful pattern of octahedral shapes.

~
E
slab obsidian west wall~
Etched into the perfectly flawless stone is a silver octagon.  Held

within the eight-sided shape is the lifelike sideview of a falcon in

flight.  Chiseled expertly into the stone, the attention to detail is

exquisite.  The feathers and long, lean lines of the body are outlined in

a glimmering white.  A rather abstract @Rsymbol@n tops the octagon.

~
E
symbol~
This face-like symbol is almost triangular in shape.  A suggestion of

eyes and a gaping maw of a mouth dominate the figure, which lies tangent

to the octagon.  The life-like symbol seems to draw you to touch, to

trace the angular lines.

~
A
trace touch~
symbol lines~
if( !mob_in_room( 1627, room ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_tochar( #trace, ch );

    act_notchar( #rtrace, ch );

    wait( 1 );

    send_to_room( #portal, room );

    mload( 1627, room );

    wait( 7 );

    send_to_room( #bye, room );

    mob = mob_in_room( 1627, room );

    junk_mob( mob );

    }

  else {

    act_tochar( #trace, ch );

    act_notchar( #rtrace, ch );

    act_room( #nothing, ch );

    }

  }

else {

  act_tochar( #trace, ch );

  act_notchar( #rtrace, ch );

  act_room( #nothing, ch );

  }

~
E
trace~
You reach out a fingertip and gently trace the lines of the symbol.

~
E
rtrace~
$n reaches out a fingertip and gently traces the lines of the symbol.

~
E
portal~
@BA shimmering blue mist coalesces before you, becoming a shining portal.

~
E
bye~
The portal shimmers and fades out of existence.

~
E
nothing~
Nothing happens.

~
!
0 0 0
A
enter~
portal~
if( mob_in_room( 1627, room ) ) {

  act_tochar( #step, ch );

  act_notchar( #rstep, ch );

  transfer( ch, find_room( 57570 ) );

  act_tochar( #appear, ch );

  act_notchar( #rappear, ch );

  }

else

  act_tochar( #nothing, ch );

~
E
step~
You step into the swirling mist and are transported to another place.

~
E
rstep~
$n steps into the swirling mist and disappears!

~
E
appear~
The swirling mist deposits you and vanishes.

~
E
rappear~
The swirling mist deposits $n and vanishes.

~
E
nothing~
Whatever that is you are unable to enter it.

~
!
0 0 0
A
look~
portal~
if( mob_in_room( 1627, room ) )

  act_tochar( #look, ch );

else

  act_tochar( #nothing, ch );

~
E
look~
A shimmering, misty cloud of blue light, the portal gives no hint of what

lies within.

~
E
nothing~
You don't see that here.

~
!
0 0 0
A
~
~
if( cflag( 70, ch ) ) {

  if( mob_in_room( 1651, room ) ) {

    act_tochar( #nope, ch );

    act_notchar( #rnope, ch );

    end;

    }

  else

    continue;

  }

else

  continue;

~
E
nope~
You try to edge past the ogre but he snarls menacingly at you and lowers

his pike to bar your way.

~
E
rnope~
$n tries to edge past the guard but the ogre snarls menacingly at $m,

lowering his pike to bar $s way.

~
!
3 0 5
1651 9 1509949540 3 0
1651 9 1509949540 3 0
-1
S

#57524
A Torchlit Walkway~
The austere grey stone of this narrow hallway is dimly lit by evenly

spaced torches set in silver sconces.  Shadows flicker and dance in the

torchlight, as a gentle breeze blows through the silent hall.  A few

cobwebs hang from the low ceiling, though this section of the hall is

otherwise relatively clean.  A strip of grey carpeting runs down the

center of the hall, revealing polished grey stone on either side.

~
~
301465605 0 9 0
D0
~
~
0 -1 57523 10 10 5
D3
~
~
0 -1 57525 10 10 5
E
cobwebs~
A gossamer veil of cobwebs hang from the ceiling, sparkling faintly in

the torchlight.

~
E
carpet~
The carpet is woven of a fine, dark grey material.  Spanning the center

of the floor, the carpet leaves two wide swathes bare, one on each side

of it.

~
E
shadows~
The shadows cast by the flickering torchlight dance along the walls,

emphasizing every minute imperfection.

~
1637 9 1509949540 3 0
-1
S

#57525
A Bend in the Hallway~
The hallway turns south and east, here.  In the corner of the room, a

gleaming suit of armor stands tall and bold, the brightly polished metal

devoid of any dents or blemishes.  Set to illuminate the armor is a ball

of softly glowing white light, hovering high above the suit.

~
~
301465605 0 9 0
D1
~
~
0 -1 57524 10 10 5
D2
~
~
0 -1 57526 10 10 5
E
armor gleaming suit~
Obviously made for a warrior of herculean proportions, this magnificent

suit of armor stands proudly on its rack.

~
E
white  ball light sphere~
A softly glowing sphere of white light hovers above the beautiful suit of

armor.  Hanging tremulously just below the top of the ceiling, it floats

just out of reach of the tallest of warriors.

~
A
get take steal remove grab touch~
armor~
act_tochar( #armor, ch );

act_notchar( #rarmor, ch );

do_spell( lightning bolt, ch, ch );

~
E
armor~
As you approach the armor, a bolt of lightning strikes down from the

hovering magical ball.

~
E
rarmor~
As $n approaches the armor, a bolt of lightning strikes down from the

hovering magical ball.

~
!
0 0 0
1761 9 1509949540 3 0
-1
S

#57526
A Corner of the Temple~
A few hair-thin cracks travel down the walls in this corner of the temple. 

Braziers of pungent incense burn in each corner of the room, their smoke

mixing unpleasantly with that from the torches which light the room. 

Sizzling sounds come from several of the torches as beads of water which

sweat through the minute cracks in the stone drop into the fire.

~
~
301465605 0 9 0
D0
~
~
0 -1 57525 10 10 5
D1
~
~
0 -1 57500 10 10 5
E
cracks~
Perhaps made from the stress of holding up the heavy stone ceiling, the

cracks run the entire vertical length of the western wall.

~
-1
S

#57527
At the Base of the Staircase~
The grey mable floor of this circular room provides a strong base for the

spiraling staircase that begins its journey upward here.  Lovely silver

rails line the marble steps, while flickering candles make the polished

railings glimmer and gleam.

~
~
301465605 0 9 0
D1
~
~
0 -1 57509 10 10 5
D4
~
~
0 -1 57532 10 10 5
E
rails~
Delicately wrought filigrees of silver make up the rails which gird the

staircase.  They dont look like they could provide much support.

~
E
candles~
Candles of white wax burn steadily in their holders, illuminating the

staircase.  The dancing light glints on the silver railing, reflecting

tiny patches of light onto the grey walls.

~
-1
S

#57528
The Hall of Worship - Before the High Priest's Study~
Massive beams of ironwood buttress the domed ceiling of this room.  The

polished grey marble of the floor is marred only by a few recent scuff

marks, as if the day's polishing has yet to be done.  Torches line the

walls, and a great crystal chandelier is suspended from the highest crown

of the curved ceiling.  Set into the northern wall is a tall pair of

steel doors.

~
Notice the fine ogrish accent! ;)

~
301465613 0 9 0
D0
steel doors~
steel double doors~
131 -1 57533 10 10 5
D3
~
~
0 -1 57578 10 10 5
D5
~
~
0 -1 57532 10 10 5
E
chandelier~
Hundreds of white candles have been set into silver-lined glass holder,

while finely carved strings of crystalline glass reflect and refract the

light.  Strings of clear glass octagons glint in the candle light.

~
E
ceiling~
The domed ceiling of this vaulted hall is covered in a lovely mural of

the night sky.  The constellations are all placed as they fall at the

spring solstice.  Algesa stands holding her tablet in the north, while

Osse brandishes his trident to the west.  In the middle of the ceiling in

a position of ascendency, Ri'lahl's constellation is painted

ever-so-slightly brighter than all the others.

~
A
~
~
if( mob_in_room( 1651, room ) ) {

  act_tochar( #block, ch );

  act_notchar( #rblock, ch );

  act_room( #growl, ch );

  mob = mob_in_room( 1651, room );

  interpret( mob, "close north" );

  }

else

  continue;

~
E
block~
The guard steps in front of you with a growl.

~
E
rblock~
The guard steps in front of $n with a growl.

~
E
growl~
@e"The master don't want to be 'sturbed!  Go 'way!"

~
!
8 0 1
A
~
~
mob = mob_in_room( 1651, room );

interpret( mob, "grunt" );

~
!
2 300 0
A
~
~
if( cflag( 70, ch ) ) {

  if( mob_in_room( 1651, room ) ) {

    act_tochar( #nope, ch );

    act_notchar( #rnope, ch );

    end;

    }

  else

    continue;

  }

else

  continue;

~
E
nope~
You try to edge past the ogre but he snarls menacingly at you and lowers

his pike to bar your way.

~
E
rnope~
$n tries to edge past the guard but the ogre snarls menacingly, and

lowers his pike to bar $n's way.

~
!
3 0 8
1651 9 1509949540 3 0
1651 9 1509949540 3 0
-1
S

#57532
On the Spiral Staircase~
The delicate silver-work that forms the rails of this staircase seems

strangely out of place in this warrior's temple.  Fragile silver filigree

twists and spirals its way around the dull grey steps.  Candles set in

silver candelabras illuminate the room dimly.

~
~
301465605 0 9 0
D4
~
~
0 -1 57528 10 10 5
D5
~
~
0 -1 57527 10 10 5
E
candleabras~
Candle holders with nine arms line the walls at two foot intervals.  Made

of thin, twisted silver, the delicate beauty seems out of place in this

spartan temple.

~
E
rail~
Thin spirals and lines of silver surround the staircase protectively. 

The fine workmanship is more decorative than practical.

~
1637 9 1509949540 3 0
-1
S

#57533
A Circular Room~
Above the sandy floor of this circular room is a domed ceiling which

vaults up into the darkness above.  The only exit lies to the south

through large steel doors.  Centered on the sandy floor is a three foot

high stone dais; both the sand and the dais are stained with patches of

blood.  The room is well lit by torches set in sconces at intervals along

the wall.

~
~
301465605 0 9 0
D2
steel doors~
steel door~
131 -1 57528 10 10 5
E
statue~
Towering thirty feet above you is a massive statue of Kerog, God of War. 

The statue is carved from an unknown dull black stone.  Miniscule bits of

gold fleck the stone giving it a glimmering appearance.  The stone image

of Kerog is displayed with legs spread in a battle stance and wearing

only a loin cloth.  Both human and ogre physical attributes are evident

on the statue's muscular frame.  Held high in his right hand is an

enormous double-edged sword, while in his left hand is the decapitated

head of a fallen foe.  The head has been carved in extreme detail, with

eyes rolled back into the sockets and the mouth frozen in a silent scream.

~
E
floor~
The floor is covered with a fine, white sand.  Small patches of red,

quite possibly blood, stain the sand in places.

~
A
challenge~
high priest kerog massive figure~
if( mob_in_room( 1674, room ) ) {

  remove_rflag( safe, room );

  act_tochar( #challenge, ch );

  act_notchar( #rchallenge, ch );

  wait( 1 );

  act_room( #accept, ch );

  mob = mob_in_room( 1674, room );

  interpret( mob, "beckon" );

  }

else

  continue;

~
E
challenge~
You challenge the High Priest of Kerog to a duel.

~
E
rchallenge~
$n challenges the High Priest of Kerog to a duel.

~
E
accept~
The High Priest grins evilly, and drops to a fighting stance.

~
!
0 0 0
A
~
~
if( !is_follower( ch ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    mob = mob_in_room( 1674, room );

    if( mob ) {

      wait( 1 );

      interpret( mob, "stand" );

      send_to_room( #growl, room );

      wait( 1 );

      send_to_room( #gesture, room );

      attack( mob, ch, 10d10+10, "enraged blow" );

      }

    }

  }

~
E
growl~
@e"How dare you disturb me?!"@n The Priest screams furiously.

~
E
gesture~
The High Priest makes an arcane gesture and the room fills with blinding

light!

~
!
1 0 4
1674 9 1509949540 1 0
-1
S

#57538
A Trail in the Dead Forest - Before a Massive Iron Gate~
The dead and decaying vegetation that threads its way through the black

iron fence has been cleared away from a fifteen foot wide area.  A pair

of massive iron gates stands free of the vegetation.  Pitted iron hinges

hold the two huge gates in place, and an intricate lock seals them. 

Beyond the gates lies a huge, grey fortress.  The base is rectangular

while a tall, domed spire rises out of the center.  Two immense trees

stand at either side of the gates, their branches are bare of leaves and

their bark is an unhealthy grey color.

~
[Orb] Must ask brother thomas for the key

~
301465607 0 9 0
D0
~
~
0 -1 57569 10 10 5
D1
massive iron gate~
massive iron gate~
391 2511 57571 10 10 5
E
gates~
Two twenty foot high gates of black wrought iron tower above you.  The

iron is pitted with age and the salty air of the nearby sea has rusted

the hingest.  The intricate lock that seals them pulses with a white

light.

~
E
trees~
Once lush oaks, these two massive trees are now decaying husks.  Termites

busily carry away what little viable wood is left inside them, stripping

the trees down to mere bark.

~
-1
S

#57563
A Path in the Dead Forest~
Grey, dead trees hang their bare limbs down over the path, as if reaching

for what little life is still left near the forest floor.  The few green

plants left among the brownish dead brush struggle to reach the sun.  A

gap in the trees shows an iron fence along the northern side of the path. 

Pitted and rusted, the fence is about twelve feet high and is hung

liberally with clinging vines, both dead and alive.

~
~
301465605 0 9 0
D3
~
~
0 -1 57564 10 10 5
-1
S

#57564
A Trail in the Dead Forest~
The remains of a run-down, delapidated shack still stand here.  Various

creepers and vines wind their way around and through the few boards that

still stand.  The weight of the foliage has pulled down the ceiling of

the shack, and 2 of the walls, as well.  The two walls that still stand

are propped up against a rusty iron fence.

~
extra fence.

~
301465605 0 9 0
D1
~
~
0 -1 57563 10 10 5
D3
~
~
0 -1 57565 10 10 5
-1
S

#57565
A Trail in the Dead Forest~
The stench of decay is strong here, rising from mossy green lumps which

seem to be a type of fungus.  Long, ropy tendrils of the fungus hang down

from the dead and dying trees.  The slight sounds of insects moving

constantly through the piles of dead leaves seem loud in the otherwise

complete silence of the dead forest.

~
~
301465605 0 9 0
D1
~
~
0 -1 57564 10 10 5
D3
~
~
0 -1 57568 10 10 5
-1
S

#57568
A Trail in the Dead Forest~
Clusters of red-spotted mushrooms grow in the wet and rotting bark of

fallen logs.  A few vines twine their way around the dead husks of the

trees, trying to reach the sun.  The trail is so cluttered with twigs and

branches, and the occasional fallen tree, that it's hard to press on. 

The dying trees to the north and west have begun to droop and lean

together, creating walls of rotting vegetation.

~
[Orb] pick mushroom

~
301465605 0 9 0
D1
~
~
0 -1 57565 10 10 5
A
~
~
act_tochar( #force, ch );

continue;

~
E
force~
You force your way through the dead branches and head down the trail.

~
!
3 0 10
-1
S

#57569
A Trail in the Dead Forest~
Skeletal trees extend their leafless limbs over the narrow, cluttered

trail.  Mounds of dead leaves and branches impede your passage, making

footing treacherous.  A few plants grow in the soupy, clinging soil,

though they are all unhealthy and brownish around the edges.  A large,

silent building looms over the tops of the decaying trees to the south. 

Made from polished grey stone, the formidable grey tower rises high to

look down on the forest.

~
~
301465600 0 9 0
D0
~
~
0 -1 21257 10 10 5
D2
~
~
0 -1 57538 10 10 5
E
tower~
The huge, squarish building looms over the trees, a behemoth of grey

stone.  A black silken banner flies from the tallest rampart of the

fortress, the striking falcon emblem outlined in rich silver.

~
E
plants~
Ferns and bushes that once were lush are now brown and dying.  Lack of

water does not seem to be a problem, as the area is a swampy mass of mud. 

Brown spots marr the vegetation suggesting a disease of some sort.

~
-1
S

#57570
Before the Towering Fortress~
Grey and drab, the stone walls of a formidable building rise high above

you.  The ground has been leveled out and covered with cobblestones

creating a short path.  A forbidding stone wall has been overlaid with a

slab of gleaming black stone.  Six feet on each side, the slab of

obsidian has been etched with a strange, runic pattern.

~
If youre less than 35, you get tossed back to the forest, and

cannot enter the temple.

[Merior] what slab? is that the wall? 

[Merior] why limit touching to once a reset?

[Orb] I tried letting them do it more than once, and the code was funky.  Also, I sort of like the idea that the magic only works once per day, as it were.

[Orb] As for the slab, it has been laid over the granite.

[Phule] i like the actions here!

~
301465613 0 9 0
D3
~
~
0 -1 57571 10 10 5
E
slab walls obsidian pattern~
Etched into the perfectly flawless stone is a silver octagon.  Held

within the eight-sided shape is the life-like sideview of a falcon in

flight.  Chiseled expertly into the stone, the attention to detail is

exquisite.  The feathers and long, lean lines of the body are outlined in

a glimmering white.  A rather abstract @Rsymbol@n tops the octagon.

~
E
symbol~
This face-like symbol is almost triangular in shape.  A suggestion of

eyes and a gaping maw of a mouth dominate the figure, which lies tangent

to the octagon.  The life-like symbol seems to draw you to touch, to

trace the angular lines.

~
A
touch trace~
lines symbol~
if( !mob_in_room( 1627, room ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_tochar( #trace, ch );

    act_notchar( #rtrace, ch );

    wait( 1 );

    act_room( #portal, ch );

    mload( 1627, room );

wait( 9 );

    mob = mob_in_room( 1627, room );

    send_to_room( #bye, room );

    junk_mob( mob );

    }

  else {

    act_tochar( #trace, ch );

    act_notchar( #rtrace, ch );

    act_room( #nothing, ch );

    }

  }

else {

  act_tochar( #trace, ch );

  act_notchar( #rtrace, ch );

  act_room( #nothing, ch );

  }

~
E
trace~
You reach out a finger and gently trace the lines of the symbol.

~
E
rtrace~
$n reaches out a finger and gently traces the lines of the symbol.

~
E
portal~
@BA shimmering blue mist coalesces before you, becoming a shining portal.

~
E
nothing~
Nothing happens.

~
E
bye~
@BThe portal shimmers and fades out of existence.

~
!
0 0 0
A
look~
portal~
if( mob_in_room( 1627, room ) )

  act_tochar( #look, ch );

else

  act_tochar( #nothing, ch );

~
E
look~
A shimmering, misty cloud of blue light, the portal gives no hint of what

lies within.

~
E
nothing~
You don't see that here.

~
!
0 0 0
A
enter~
portal~
if( mob_in_room( 1627, room ) ) {

if( find_stat( ch, level ) > 35 ) {

    act_tochar( #step, ch );

    act_notchar( #rstep, ch );

    transfer( ch, find_room( 57523 ) );

    act_tochar( #appear, ch );

    act_notchar( #rappear, ch );

    }

  else {

    act_tochar( #low, ch );

    act_notchar( #rlow, ch );

    transfer( ch, find_room( 57569 ) );

    act_tochar( #appear, ch );

    act_notchar( #rappear, ch );

    }

  }

else

  act_tochar( #nothing, ch );

~
E
step~
You step into the swirling mist and are transported to another place.

~
E
rstep~
$n steps into the swirling mist and disappears!

~
E
appear~
The swirling mist deposits you and vanishes.

~
E
rappear~
The swirling mist deposits $n and vanishes.

~
E
nothing~
Whatever that is you are unable to enter it.

~
E
low~
@CThe portal shimmers violently as you enter the swirling mist!

~
E
rlow~
@CThe portal shimmers violently as $n enters the swirling mist!

~
!
0 0 0
-1
S

#57571
Within the Massive Gates~
A wide path of black cobblestones has been set into the ground here,

forming an obsidian road toward a large, grey castle in the east. 

Massive gates of pitted iron stand tall and forboding to the west, as

though loath to let you leave.  Beyond the gate lies a tangle of dead and

dying vegetation from which the musty stench of decay rises.

~
~
301465613 0 9 0
D1
~
~
0 -1 57570 10 10 5
D3
massive iron gate~
massive iron gates~
391 2511 57538 10 10 5
E
gates~
Two twenty foot high gates of black wrought iron tower above you.  The

iron is pitted with age and the salty air of the nearby sea has hinges.

~
E
cobblestones~
Fitted together so that not the slightest gap shows, the cobblestones

keep the feet of travelers high above the swampy mud of this area.

~
A
open~
gates w we we west~
if( !is_open( room, west ) ) {

act_tochar( #open, ch );

act_notchar( #ropen, ch );

open( room, west );

}

else

act_tochar( #nothing, ch );

~
E
open~
You open the massive iron gates to the west.

~
E
ropen~
$n opens the massive iron gates to the west.

~
E
nothing~
The gates are already open.

~
!
0 0 0
-1
S

#57572
The Malachite Hall~
This huge hall has a ceiling perhaps thirty feet overhead.  The floor and

walls are of a lovely swirling marble of azure and emerald stone.  Some

enchantment has obviously been worked here for a soft cloud of luminescent

green seeps from the walls and floor, illuminating the hall with a dim

glow.  Set into the middle of the floor is a wide black octagon, limned in

silver, which contrasts sharply with the surrounding azurite-malachite

marble.

~
~
301465613 0 9 0
E
wall~
The oddly marbled stone walls and floor of this chamber are surely no

natural creation.  The swirled blue intermingles with whorls of the

deepest green, almost seeming to move in chaotic, whirling patterns.

~
E
octagon floor~
This octahedral slab of obsidian rests in the exact center of the marbled

floor.  Limned in a silver metal, the black stone is a good fifteen paces

across at its center.  A lifelike sideview of a striking falcon has been

inscribed in the center of the octagon.  The emblem of the God of Battle,

the falcon's silver feathers almost seem to flutter in some invisible

wind.

~
A
~
~
if( !is_follower( ch ) )

  act_room( #enter, ch );

else

  end;

~
E
enter~
@GAs you enter the room, the doorway through which you passed is

swallowed by a veil of greenish mist.

~
!
1 0 4
746 9 1509949540 3 0
-1
S

#57573
The Inner Temple~
This is the sleeping area of the temple's inhabitants.  Rows of bunks

line the walls, each bed covered with a coarse brown blanket.  The bare

floor is of cold grey stone, the walls are completely unadorned, and the

low ceiling is flat, rough stone.  This boxlike room has a door placed at

each of the two exits.

~
~
301465605 0 9 0
D1
polished wood door~
polished wood door~
391 2466 57574 10 10 5
D2
door of dark wood~
door dark wood~
391 2466 57501 10 10 5
E
bunks beds~
Simple bunks set into a roughly built pine frame are stacked three high

against the east and west walls.  Each bed is identical to the next; all

are neatly made without a single wrinkle in any of the coarse brown

blankets.

~
1637 9 1509949540 3 0
-1
S

#57574
A Hallway Between the Barracks~
This short stone hallway joins three closed rooms.  The rough stone of

the walls and floor are a sharp contrast from the elegantly polished

stone which makes up the main portion of the temple.  Torches sputter in

their sconces casting a flickering light on the rough stone.  Doors close

off exits to the north, east, and west.

~
~
301465605 0 9 0
D0
mahogany door~
mohogany door~
131 -1 57575 10 10 5
D1
steel door~
steel door~
391 2466 57576 10 10 5
D3
polished wood door~
polished wood door~
391 2466 57573 10 10 5
-1
S

#57575
The Temple Library~
This huge, echoing hall is filled with row upon row of bookshelves which

loom over you.  Rising from the floor to the high ceiling, the shelves

are filled with books bound in every color imaginable.  The stone floor

is bare save for the layer of dust which has accumulated over the years. 

Along the north wall, a bookcase filled only with black-bound books

stands out from all the rest.  In front of the bookcase stands a lectern

with a large book perched upon it.

~
[Merior] slow wait during read book

[Orb] nod, if I make it any faster it just zips by.  Marek and I worked on the timing.

[Lani] a 'mohogany' door?

~
301465605 0 9 0
D2
mohogany door~
mohogany door~
131 -1 57574 10 10 5
E
north bookcase~
The fine white pine of the bookcase is polished to a dull sheen; the

grain of the wood is entirely worn away.  Rows of black-bound ooks on

white wood shelves rise up all the way to the ceiling.

~
E
books~
Thousands of books bound in black line the shelves of this expertly

crafted bookcase.  Shiny red lettering etched into the leather proclaims

the titles of books.  Most of the lettering is strange to you, and a few

just have geometric symbols in lieu of writing.

~
E
lectern~
This tall lectern is made from a lovely white stone, possibly alabastar. 

A large black book lays here open to a page near the middle of the book. 

Dark red lettering heads the page, reading: @RThe Oracle of Ages: A

Profile by Anaya Coran@n.

~
A
buhbye~
~
if( mob_in_room( 746, room ) ) {

  act_room( #bye, ch );

  junk_mob( mob_in_room( 746, room ) );

  }

else

  act_tochar( #nothing, ch );

~
E
bye~
The old man smiles benevolently and fades out of existence.

~
E
nothing~
<Type 'help' for help>

~
!
0 0 0
A
read~
book~
act_tochar( #read, ch );

act_notchar( #rread, ch );

wait( 1 );

act_tochar( #oracle, ch );

wait( 2 );

act_tochar( #oracle2, ch );

wait( 2 );

act_tochar( #turn, ch );

act_notchar( #rturn, ch );

act_tochar( #incantation, ch );

wait( 3 );

if( class( ch ) == mage ) {

  if( find_stat( ch, level ) >= 60 ) {

    act_tochar( #incant2, ch );

    act_notchar( #rincant2, ch );

set_cflag( 66, ch );

    }

  else 

act_tochar( #incant, ch );

  }

else 

act_tochar( #incant, ch );

~
E
read~
You peer at the neat, precise script printed on a thin, nearly

transparent page.

~
E
rread~
$n steps up to the lectern and begins examining the book.

~
E
oracle~
@e@IThe Oracle of Ages, mysterious and recondite, stands as one of our

most illusive legends.  Disappearing without a trace, only to resurface

years later in some obscure part of the world, the Oracle has long been

persued as one of the great magical icons of our world.@n 

~
E
oracle2~
@e@IOnce per day, the Oracle will answer the question of a supplicant. 

The Oracle speaks in images, flashes of sight and sound.  It is said that

no two men see the same thing when the answer is given.

~
E
incantation~
@e@II have constructed, as my life's work, a portal which does lead into

the Malachite Hall, home of the Oracle.  If a master mage recites the

incantation written here, a portal will open to the great hall.  Be

warned: the magic will only work once per day.  Anymore than that drains

the caster's life force to dangerously low levels, while being

ineffectual, as the portal can only be summoned once.

~
E
incant~
Written in symbols and obscure runes, the incantation means nothing to

you.

~
E
incant2~
@eThe symbols and runes quickly pan out under your careful scrutiny.  You

pale slightly at the requirements.


1.  A vial of holy water to cleanse the room of any malevolent spirits

summoned by the working.


2.  A stick of black chalk to inscribe the proper runes.


3. An orb of unclouded sight through which to channel your magical energy.

~
E
rincant2~
$n's face pales slightly as $e mumbles softly to $mself.

~
E
turn~
You turn the thin page and continue reading.

~
E
rturn~
$n turns the thin page and continues to read.

~
!
0 0 0
A
recite~
incantation~
if( !cflag( 66, ch ) ) {

  act_tochar( #mage, ch );

  end;

  }

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #breath, ch );

  act_notchar( #rbreath, ch );

  wait( 1 );

  if( has_obj( 98, ch ) ) {

    act_tochar( #vial, ch );

    act_notchar( #rvial, ch );

    obj = has_obj( 98, ch );

    junk_obj( obj, 1 );

    }

  else {

    act_tochar( #nvial, ch );

    act_notchar( #rnvial, ch );

    end;

    }

  wait( 1 );

  if( has_obj( 2498, ch ) ) {

    act_tochar( #chalk, ch );

    act_notchar( #rchalk, ch );

    obj = has_obj( 2498, ch );

    junk_obj( obj, 1 );

    }

  else {

    act_tochar( #nchalk, ch );

    act_notchar( #rnchalk, ch );

    remove_rflag( reset2, room );

    }

  wait( 1 );

  if( has_obj( 1505, ch ) ) {

    act_tochar( #orb, ch );

    act_notchar( #rorb, ch );

    wait( 2 );

    act_tochar( #boom, ch );

    act_notchar( #rboom, ch );

    obj = has_obj( 1505, ch );

    junk_obj( obj, 1 );

    acode( room, 5 );

    }

  else {

    act_tochar( #norb, ch );

    end;

    }

  acode( room, 5 );

  }

else {

  act_tochar( #noway, ch );

  act_notchar( #rnoway, ch );

  drain_stat( ch, con, 5, -5 );

  }

~
E
breath~
You take a deep breath and hold your hands up for silence.

~
E
rbreath~
$n holds up $s hands for silence before attempting the incantation.

~
E
vial~
You sprinkle holy water in all corners of the room, softly whispering the

first section of the incantation.

~
E
rvial~
$n sprinkles the holy water around the room, chanting softly.

~
E
chalk~
You bend down and carefully sketch the runes as described in the book.

~
E
rchalk~
Bending down, $n draws a complex pattern of runes and symbols in a large

circular design.

~
E
orb~
You stand again and take an orb of unclouded sight into your hands. 

Staring intently into the orb, you channel your energy through the

crystalline sphere.

~
E
rorb~
$n straightens and holds an orb of dark crystal in $s hands.  A soft white

light begins to pulse inside the orb as $n stares intently into the

sphere.

~
E
boom~
The orb pulses with energy, then explodes in a flash of light and spray

of shards!

~
E
rboom~
The sphere of crystal shatters in $n's hands, sending razor-sharp shards

flying everwhere!

~
E
nvial~
You do not have a vial of holy water.


>> Your spell is disrupted. <<

~
E
nchalk~
You have no black chalk but decide to leave out the runic patterns and

keep casting the spell.

~
E
norb~
You lack a focus for your power and the magical energy summoned by the

unsuccessful incantation fades away.

~
E
noway~
You attempt to perform the incantation.  In midword, you feel your life

force begin to slip away.  You stagger with sudden exhaustion.

~
E
rnoway~
$n begins to recite mystical phrases and suddenly staggers and falls to

the ground!

~
E
vortex~
A shimmering vortex of energy appears in the middle of the circular

pattern of runes!

~
E
flames~
A tearing noise sounds through the room as a shimmering vortex of energy

expands and expands, engulfing the room in excruciatingly bright light

before dissipating to nothingness.

~
E
rnchalk~
$n shakes $s head slightly, hesitating, then resumes $s chant.

~
E
rnvial~
$n hesitates for a moment before dropping $s hands and stopping the chant.

~
E
test~
No description~
E
mage~
Only a master mage would attempt this incantation.

~
!
0 0 0
A
enter~
vortex portal~
if( mob_in_room( 1756, room ) ) {

  act_tochar( #enter, ch );

  act_notchar( #renter, ch );

  transfer( ch, find_room( 57577 ) );

  act_notchar( #arrive, ch );

  }

else

  act_tochar( #nothing, ch );

~
E
enter~
You step into the shimmering vortex.

~
E
renter~
$n steps into the shimmering vortex.

~
E
arrive~
$n materializes from the mist.

~
E
nothing~
Whatever that is you are unable to enter it.

~
!
0 0 0
A
none~
~
wait( 1 );

if( rflag( reset2, room ) ) {

  mload( 1756, room );

  act_room( #vortex, ch );

wait( 10 );

  send_to_room( #bye, room );

  junk_mob( mob_in_room( 1756, room ) );

  }

else {

  i = 10d6+75;

  act_room( #flames, ch );

  dam_message( ch, i, "The expanding vortex" );

  inflict( ch, ch, i, "a shimmering vortex of energy" );

  }

~
E
flames~
A tearing noise sounds through the room as a shimmering vortex of energy

expands and expands, engulfing the room in excruciatingly bright light

before dissipating to nothingness.

~
E
mist~
An opaque crimson mist billows up to form a cloud in the middle of the

room.

~
E
vortex~
A shimmering vortex of energy appears in the middle of the circular

pattern of runes!

~
E
bye~
@eThe scintillating vortex blinks once, then fades out of existence.

~
!
0 0 0
1762 9 1509949540 3 0
-1
S

#57576
Inside the Barracks~
Bunks stacked four high line three of the walls of this boxlike room. 

The flat stone ceiling is at most three feet above the highest tier of

beds.  A large silver chest sits, to one side of the door, against the

wall.  Pegs are set into the wall above the chest, obviously meant for

hanging clothes and other belongings.

~
~
301465605 0 9 0
D3
steel door~
steel door~
391 2466 57574 10 10 5
E
bunk~
These tall bunks are made of a sturdy hardwood.  Stacked three high, the

narrow bunks seem to perch precariously atop one another.

~
E
pegs~
Simple pegs onlt an inch thick have been set into the wall for the

purpose of hanging belongings.  They are empty just now, and they don't

look very sturdy.

~
A
inspect~
closed silver chest lock~
if( find_skill( ch, inspect ) > random( 6, 10 ) ) {

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  }

else {

  act_tochar( #fail, ch );

  act_notchar( #rtrap, ch );

  }

~
E
trap~
You examine the locking mechanism carefully, finding a small ampule

filled with a greenish liquid.

~
E
rtrap~
$n carefully examines the lock.

~
E
fail~
You examine the locking mechanism carefully, finding nothing.

~
!
0 0 0
A
untrap~
closed silver chest lock~
if( !rflag( reset0, room ) ) {

  act_tochar( #already, ch );

  end;

  }

mob = mob_in_room( 1637, room );

if( mob ) {

  act_tochar( #mad, ch );

  act_notchar( #rmad, ch );

  attack( mob, ch, 2d20+50, "angry blow" );

  end;

  }

act_tochar( #try, ch );

act_notchar( #rtry, ch );

if( find_skill( ch, untrap ) > random( 6, 10 ) ) {

  act_tochar( #success, ch );

  act_notchar( #rsuccess, ch );

  remove_rflag( reset0, room );

  }

else {

  act_tochar( #fail, ch );

  if( random( 1, 2 ) == 1 ) {

    act_room( #boom, ch );

    do_spell( acid blast, ch, ch );

    }

  else {

    act_tochar( #back, ch );

    act_notchar( #rback, ch );

    }

  }

~
E
success~
You carefully move the small ampule of acid to the side, freeing the locking mechanism.

~
E
fail~
As you attempt to manuever around the trap, you inadvertantly set off the

trap!

~
E
boom~
@GA cloud of greenish mist sprays out, engulfing you in a cloud of acid!

~
E
rsuccess~
$n successfully disarms the trap.

~
E
already~
As you more closely inspect the trap you notice it has already been

disarmed.

~
E
try~
You attempt to untrap the chest.

~
E
rtry~
$n attempts to untrap the chest.

~
E
back~
You back away from the trap shaking your head.

~
E
rback~
$n backs away from the trap shaking $s head.

~
E
mad~
@eThe priest gasps at your audacity.  "How dare you steal from me?"

~
E
rmad~
#eThe priest gasps at $n's audacity.  "How dare you steal from me!?"

~
!
0 0 0
A
pick unlock~
closed silver lock chest~
if( rflag( reset0, room ) ) {

  act_tochar( #boom, ch );

  act_notchar( #rboom, ch );

  do_spell( acid blast, ch, ch );

  }

else

  continue;

~
E
boom~
As you tamper with the chest's lock, you inadverdantly trigger the

explosion of a tiny ampule of greenish liquid!

~
E
rboom~
@GA cloud of greenish mist sprays out, engulfing $n in acid!

~
!
0 0 0
2467 49 1509949540 -2 0
2396 81 1509949441 -2 0
2500 81 1509949455 -2 0
3 65 1509949540 -2 0
2 65 1509949540 -2 0
1637 9 1509949540 3 0
642 81 1509949441 -2 0
16 81 1509949540 -2 0
16 81 1509949515 -2 0
16 81 1509949490 -2 0
16 81 1509949465 -2 0
-1
S

#57577
Within the Vortex~
Thick white mist billows and roils slowly through this room.  You are

unable to discern any walls or a floor, and seem to be standing on the

mist itself.  Looking up, you see only the thick clouds of vapor which

slowly roll through the area.  Peering north through the veil of mist you

can see a faint hint of green.

~
This mist is a sometime denizen of this vortex.  He gets one attack

around, but since he fills the whole area, it hits everyone.  He's hard

to hit since a mist is pretty rough to kill unless you have a mage.

~
301465613 0 9 0
D0
~
~
0 -1 57572 10 10 5
A
~
~
if( mob_in_room( 1757, room ) ) {

act_tochar( #block, ch );

act_notchar( #rblock, ch );

}

else

continue;

~
E
block~
You try to pass the mist but its gaseous tendrils pull you back!

~
E
rblock~
$n tries to pass the mist but its gaseous tendrils drag $m back.

~
!
3 0 1
1757 9 1509949505 3 0
-1
S

#57578
The Hall of Worship - Before the Cathedral~
This wide hallway extends between two large halls.  Slender arches of

lustrous grey marble rise gracefully in decorative curves along the walls. 

Standing unobtrusively along the walls, beams of silvery ironwood support

the high dome of the ceiling.  The flickering torches in their silver

sconces do little to illuminate the domed ceiling of this vast hall.  The

black tiles which line the floor are set in a pattern of interlocking

octagons.  A broad arch at the western end of the hallway opens into

brightly lit chamber.  To the east, dim light filters in through an arch

identical to that which opens to the west.

~
~
301465605 0 9 0
D1
~
~
0 -1 57528 10 10 5
D3
~
~
0 -1 57579 10 10 5
E
ironwood beams~
These massive ironwood beams are a priceless treasure.  The metallic wood

is richly prized even in small quantities and these huge beams must have

been hundreds of years in the making.

~
E
floor tiles~
As broad as an ogre's hand, these tiles are made of a black stone and are

polished to a lustrous sheen.  Their octahedral shape creates a lovely

pattern on the floor.

~
1068 9 1509949540 3 0
1068 9 1509949540 3 0
-1
S

#57579
The Great Cathedral~
Row upon row of pews sit in tiers nearly up to the ceiling, making this

room resemble a stadium more than a cathedral.  The highest tier is a row

of boxes of black wood worked with silver trim.  Curtains of a deep

chiante red hang behind the boxes.  The black of the floor is broken by

strips of white octahedral tiles laid between the tiers of pews as

walkways.  Hundreds of candles illuminate the hall, their radiance

magnified by crystalline holders.

~
[Phule] damn, she's quite a woman *drool*

[Merior] is chiante a word?

[Orb] Re:  Chiante, Yes, its a deep red wine color.

~
301465605 0 9 0
D1
~
~
0 -1 57578 10 10 5
D2
~
~
0 -1 57580 10 10 5
E
boxes~
The balcony boxes are certainly fancy enough for any dignitary who might

attend the services here.  Black wood burnished to a mute gleam is

trimmed in silver spirals and runes.  The octahedral emblem of Kerog is

worked boldly onto the front of each box.

~
E
candle holders~
Hundreds of long, white wax candles burn in small holders of faceted

crystal.  Each candleflame is magnified a hundred-fold by the glimmering

surface of the crystalline holder.

~
E
pews~
The high-backed wood pews have been painted a lustrous black.  On the end

of each pew, a silver-limned octagon embraces the striking falcon emblem

of the battle god.

~
1760 137 1509949490 3 0
1830 17 1509949540 -2 0
-1
S

#57580
The Great Cathedral - Before the Altar Ri'Lahl~
Casting their radiant light down upon a massive ebony altar, the artfully

worked crystal of ten chandeliers refracts a myriad of tiny rainbows down

onto the lustrous black tiles of this raised dais.  On the southern wall,

the silver and sable emblem of Kerog spans nearly thirty feet.  In the

center of the dias stands an altar constructed of a deep ebony wood; an

argent veil of light rises from the consecrated object.

~
[Orb] you can also pray at the altar now

[Starshine] altar here. should room perhaps be altar flagged?

[Starshine] if so, flag object altar (2551) as no.sacrifice.

~
301465605 0 9 0
D0
~
~
0 -1 57579 10 10 5
E
emblem south wall black stone~
The broad octahedral shape which houses the striking falcon is outlined

in a three inch thick band of silvery metal.  The black stone, which has

been set into the wall, likely obsidian, gleams mutely in the radiant

light of the chandeliers.  His claws extended, the silvery falcon which

graces the black stone eyes an unknown prey and prepares to strike.

~
E
altar~
This simple altar is constructed of a deep, black wood.  Polished to a

subdued lustre, the surface of the altar is carved with symbols and

shapes, each with an emphasis on eight sides, or sets of eight lines

together.  The script is unknown to you.

~
E
chandeliers~
Hundreds of tiny candles have been set into their silver-lined holders,

while the finely carved strings of clear glass hang down in crystalline

splendour.

~
A
~
~
if( mob_in_room( 1068, room ) )

  send_to_room( #bow, room );

~
E
bow~
The young man kneels momentarily by the altar, murmuring a soft prayer.

~
!
4 200 0
A
pray kneel~
altar~
act_tochar( #pray, ch );

act_notchar( #rpray, ch );

~
E
pray~
You kneel down before the altar and begin to pray.  After a moment, you

feel a heavy presence in the room pressing close around you.  You startle

back from the altar, but the presence has gone.

~
E
rpray~
$n kneels at the altar and begins to pray softly.  After a moment, $e

looks up in surprise and startles back from the altar.

~
!
0 0 0
2551 49 1509949540 -2 0
2549 81 1509949452 -2 0
-1
S

#57581
The Hall of Worship - Before the High Priest's Study~
Under Construction.

~
~
301465605 0 9 0
-1
S

#57582
The Hall of Worship - Before the High Priest's Study~
Under Construction.

~
~
301465605 0 9 0
-1
S

#0